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-   -   [REL] Better And Realistic Flotation (https://www.subsim.com/radioroom/showthread.php?t=164953)

Arclight 03-15-10 01:50 PM

Already did that, though it could be lengthened further.

"An internet connection is required to play this game". Mod might be on hold for the time being...

Arclight 03-15-10 02:16 PM

Oh hell yes! Connection issues were just flaky btw, and figured out Goblin. This thing is great. :yeah:

HanSolo78 03-15-10 02:19 PM

What I realized is that carriers only do need one torpedo hit and they stay in flames.. which is quite weird.
Maybe they should also be reworked !?

GDFTigerTank 03-15-10 02:33 PM

Quote:

Originally Posted by HanSolo78 (Post 1317216)
What I realized is that carriers only do need one torpedo hit and they stay in flames.. which is quite weird.
Maybe they should also be reworked !?

Hmmmm I thought this was from the Critical Hit Torpedo mod.

Maybe they're coded like that on purpose to simulate AvGas lighting onboard - And as a result they burn out of control?

If this is true, it definitely needs to be fixed...

HanSolo78 03-15-10 02:38 PM

No.. the carriers do explode in this way also in stock version... you just have to make one hit and the whole carrier stays in flames... although it is not sunk at this time... but one torpedo to mak a carrier stay in flames is to much.

kylania 03-15-10 02:40 PM

Quote:

Originally Posted by HanSolo78 (Post 1317260)
but one torpedo to mak a carrier stay in flames is to much.

Since flames do nothing why not have everything always on fire? :)

Heretic 03-15-10 02:41 PM

Quote:

Originally Posted by Arclight (Post 1317213)
Oh hell yes! Connection issues were just flaky btw, and figured out Goblin. This thing is great. :yeah:

What did you figure out? How to view things or how to edit?

Dynd 03-15-10 03:31 PM

Awesome! I hate how ships sink in SH5, very boring,unrealistic and always the same way. Keep on going! :up:

Arclight 03-15-10 04:49 PM

Quote:

Originally Posted by Heretic (Post 1317269)
What did you figure out? How to view things or how to edit?

View, but that's enough for now. I was editing blind before, changing a value and hoping it actually was related to the ship I was tuning. Now I can see which 'compartments' are used by which type of ship, and where they are located exactly. Makes my life a heck of a lot easier. :lol:

Will be doing some cataloging tomorrow to make a list of 'compartments' used by each type. Gonna take some time, but should help immensely in fine-tuning.



And thanks to that, tankers are now royally screwed as well (tested on Cimmaron, very satisfying). Download link updated in first post, and here.

Off to bed, more mayhem tomorrow. :yawn:

Will-Rommel 03-15-10 05:00 PM

Superb initiative ! Thanks for adressing this design flaw. :up:

Vorkapitan 03-15-10 06:04 PM

:rock::rock::rock::rock:Very nice work!!!

kylania 03-15-10 10:09 PM

So, I just got my first kill with this. Torpedo hit a Liberty Cargo in the bow. She slowed down a bit and I started to shoot with my deck gun. Took maybe 10 shots before she was "sunk".

Now, the COOL part was when the fire started to spread from the front.. BLOWING up each part of the ship as it raced to the stern. So much fun! :)

Thanks so much for this, I've gone from being disappointed every time to ecstatic glee! :woot::O:

Edit: Second kill: Large Steamer. Hit with a single torp just under the super structure. Initial hit took out the engine room. After 5 minutes a noticeable list to starboard appeared. After 20 minutes the water was up to the rails, but she was stable. 5 HE deck gun shots (2 bow, 2 aft and one superstructure) took her out after she stayed afloat for an hour. After being marked as destroyed, she took another 5 minutes to sink.

This is with the Longer Sinking time and More Powerful Torpedos 1.0 loaded btw.

I like this, a lot!

sergei 03-16-10 06:37 AM

Had a chance to test this last night. I am really liking what I am seeing.
Most merchants seem to take 2 torps, and go down in about 10 minutes.
Occasionally I will get a lucky hit, and take a merchant out with one. Must have hit a sweet spot, or maybe that torpedo happened to have the max damage combined with max radius applied. (They are both somewhat variable)
Occasionally two torpedoes will induce a considerable list, but the ship will hang on, and demand a third, or some DG action.
Very happy with the above. 2 torps per ship mostly, but occasionally 1 or 3. Seems about right.

Good work on the tankers.
Set up a single mission, 2 Rangers and 2 Cinnamons (Whatever they are called :DL).
1 of each was full of fuel, the other empty.

Ranger Full - 1 torpedo will do it every time!
Ranger Empty - About 8 out of 10 times, 1 torpedo seems to get 'em. The other 2 times it lists badly, but just hangs on.

Cinnamon Full - Every time I hit this sucker it goes up like a Christmas tree and breaks in two.
Cinnamon Empty - Have not managed to sink this using just 2 torpedoes. 2 will make it list real bad, but not sink. I have waited a few hours! Always requires a third, once it needed a fourth!

It was notoriously difficult to sink a tanker traveling in ballast, so the above seems right to me.

I read a lot on the forums about people having major headaches sinking tankers. Maybe this is a campaign problem, rather than a damage model problem. Maybe most of them are scripted to be travelling empty? If they are full, one shot should kill them every time. Just a thought.

Keep up the good work Arclight. :up:
It is amazing what you have achieved just by tweaking the zones cfg.

piri_reis 03-16-10 06:49 AM

Quote:

Originally Posted by sergei (Post 1318276)
I read a lot on the forums about people having major headaches sinking tankers. Maybe this is a campaign problem, rather than a damage model problem. Maybe most of them are scripted to be travelling empty? If they are full, one shot should kill them every time. Just a thought.

I've looked over the Total Germany campaign files and almost all of the "Groups" which are the named lists that the generated convoys are based on; NONE of the ships are defined to have any internal/external cargo. They are defined as cargo=NONE.

Now I'm not sure if somehow the game assigns them random cargos. I haven't got very far in campaign playing but haven't seen any ship w/ external cargo yet. Anybody?

So this could mean they travel with ballast and that's why they're hard to sink.. :hmmm:

sergei 03-16-10 06:53 AM

Quote:

Originally Posted by piri_reis (Post 1318294)
NONE of the ships are defined to have any internal/external cargo. They are defined as cargo=NONE.

Ah, I thought as much. Thanks for checking that out.
And no, I have not seen any ships carrying external cargo.


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